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SKU: SWP12

Star Wars: Shatterpoint - Jedi Hunters

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The last remnants of the Jedi Order tremble in fear as Inquisitors stalk them to the farthest corners of the galaxy! The Grand Inquisitor, a long-lived Pau’an, leads the Inquisitorius at Darth Vader’s behest, an elite order of Force-sensitive agents strong in the dark side who hunt those who escaped the Order 66 purge. A former Jedi, himself, he has turned this fervor to the destruction of his former allies. He is joined in this task by Inquisitors referred to as brothers and sisters, each given a number demarking the order of their initiations. Reva, the Third Sister, bold and ambitious, nursing a secret grudge against Lord Vader after surviving the slaughter of younglings at the Temple. Fifth Brother, aggressive and self-sure, ready to strike down any who stand in his way. Fourth Sister, swift and deadly, a hunter through and through. They are the Inquisitors, and the hunt has been called.


Specifications

Players (Minimum)

2

Players (Maximum)

2

Minimum Recommended Age

14

Average Play Time

90 Minutes

Publisher

Atomic Mass Games

Customer Reviews

Based on 2 reviews
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J
J.P.
Favorite Box

This squad pack is extremely fun and adds the possibility for a nearly "all melee" empire squad. Pairs well with both versions of Vader and feels great on the table.

A
Ashley Turner
Evil has Never Been so Awkward

I’ve gotten very little play with this one, but that’s partially because it’s so weird to Squad build with.

Darth Vader, Jedi Hunter has the Inquisitorious keyword, but he has a hard time running with any Supporting Inquisitor from this box. I say "any" because there are two: The Fourth Sister and the Fifth Brother, both of whom are 4PC. Neither of whom are particularly great… but the Fifth Brother is at least decent at holding objectives.

Inquisitorious have their own version of Coordinating Fire called Enfeeble, but there’s a problem. Ranged targets trigger Coordinating Fire more often because you are often firing at targets in range of multiple eligible Coordinating Fire Units. You are forced by the Squad rules to split the Fourth Sister and Fifth Brother up, so you’re reducing Enfeeble likelihood while playing by your enemies’ rules. “No, my attacking Inquistorious Unit doesn’t have any other Inquisitorious within Range 4 of the enemy Cad Bane. Because if I did, Cad would have shot them to death from Range 4.”

Not only that, you’re incentivized via the Inquisitorial Mandate to spread out your forces (in your already low Character-count Strike Team) and take advantage of tiebreaks on several objectives at once. Yet their combat works best when they’re ganging up. See the issue?

The Primary, the Grand Inquisitor, and the Secondary, the Third Sister, are good on the Combat side, and have some of the Separatist Alliance action efficiency abilities. I don’t agree with common discourse that the Third Sister is the worst Secondary in the game, but given how awkward this box is… I would probably get this last.

Sorry fellow Star Wars: Rebels fans. I would be more comfortable recommending this pack if the Fourth Sister was replaced with the Seventh Sister… I’m not a Mirialan supremacist, they just happen to be the coolest characters okay?